ACE3/addons/overheating/CfgWeapons.hpp
Drofseh f83c605958
Overheating - Add cook off and rate of fire features and additional customization settings (#8064)
* Add jamming coef to change or disable jamming.

* change max to 5

* add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat

- add setting for overheating effects distance
- add unjaming on barrel swap, with setting
- add increase rate of fire with heat, with setting
- fix some formatting

* little tweaks

* add overheating cookoff feature

- add overheating cookoff feature
- add documentation
- bugfixes/improvements

* Update ace3-config-entries.md

* Update overheating-framework.md

* Update addons/overheating/XEH_postInit.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/XEH_postInit.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_firedEH.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/stringtable.xml

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update docs/wiki/feature/overheating.md

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/stringtable.xml

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* remove extra underwater cooling, make cookoffCoef enable cookoff

- add coef setting for heat generation per shot
- merge cookoff setting into cookoff coef setting
- remove check for water that increased cooling
- change max rof increase from heat to 10%
- change ammo heating to a less linear formula
- change cookoffCoef to effect inginition tempurature instead of heat amount
- delay cookoff shot until any firing animation is done
- update strings based on feedback

* Update stringtable.xml

* add cookoff notification

* improvements from play testing

- move ammo heat loop into seperate function with a tighter loop
- factor rain into cooling calculation
- handle cooling while swimming
- merge cookoff take event handler into fnc_handleTakeEH
- fix case where cookoff could potentially come from underbarrel weapon muzzle
- only add TakeEH if required by enabled settings
- improve cookoff muzzle/mode handling

* fix missing semi that I swear I already fixed before pushing

* Update overheating-framework.md

* Update fnc_updateAmmoTemperature.sqf

* include wind speed in cooling calculation

* cool with X

- add ace interactions to allow cooling with water sources when Ace X is loaded
- add documentation for cooling
- move getting barrel mass to a function

* documentation formatting

* Add config array for weapon jam types, as not all weapon can get all types IRL.

* remove variable that's not required

* add some compat entries for RHS

* fix merge conflict

* fix a happy little accident

* move to CBA settings, minor styling.

* Update error message in fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Apply suggestions from code review

Co-authored-by: TyroneMF <TyroneMF@hotmail.com>

Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
2021-10-14 10:47:52 -05:00

113 lines
3.7 KiB
C++

class CfgWeapons {
class PistolCore;
class Pistol : PistolCore {
//Closed Bolt (Closed Bolt will cook off if too hot)
//Pistols are nearly universally closed bolt.
GVAR(closedBolt) = 1;
};
class Pistol_Base_F : Pistol {};
class hgun_Pistol_heavy_02_F : Pistol_Base_F {
GVAR(jamTypesAllowed) = ["Fire","Dud"];
};
class hgun_Pistol_Signal_F : Pistol_Base_F {
GVAR(jamTypesAllowed) = ["Fire","Dud"];
};
class RifleCore;
class Rifle: RifleCore {
//Mean Rounds Between Stoppages (this will be scaled based on the barrel temp)
GVAR(mrbs) = 3000;
//Dispersion Factor (this will be scaled based on the barrel temp)
GVAR(dispersion) = 1;
//Slowdown Factor (this will be scaled based on the barrel temp)
GVAR(slowdownFactor) = 1;
//Closed Bolt, most weapons are closed bolt
GVAR(closedBolt) = 1;
};
class Rifle_Base_F;
class Rifle_Long_Base_F: Rifle_Base_F {
GVAR(dispersion) = 0.75;
// Open Bolt, most machine guns are open bolt, which cannot normally cook off, and use this as a parent class
// A lot of sniper rifles also use this as a parent class, they will need to be indivisually set to closed bolt, but it's probably not an issue as they are unlikely to overheat
GVAR(closedBolt) = 0;
};
class arifle_MX_Base_F: Rifle_Base_F {
// Custom jam clearing action. Default uses reload animation.
ACE_clearJamAction = "GestureReloadMX";
};
class arifle_MX_SW_F: arifle_MX_Base_F {
// Custom jam clearing action. Use empty string to undefine.
ACE_clearJamAction = "";
// 1 to enable barrel swap. 0 to disable. Meant for machine guns where you can easily swap the barrel without dismantling the whole weapon.
GVAR(allowSwapBarrel) = 1;
GVAR(dispersion) = 0.75;
};
class DMR_01_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_02_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_03_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_04_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_05_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_06_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class DMR_07_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class EBR_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class GM6_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class LRR_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
};
class MMG_01_base_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class MMG_02_base_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class LMG_Zafir_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class LMG_Mk200_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class LMG_03_Base_F: Rifle_Long_Base_F {
GVAR(allowSwapBarrel) = 1;
};
class sgun_HunterShotgun_01_base_F : Rifle_Long_Base_F {
GVAR(closedBolt) = 1;
GVAR(jamTypesAllowed) = ["Fire","Dud"];
};
class ACE_ItemCore;
class CBA_MiscItem_ItemInfo;
class ACE_SpareBarrel_Item: ACE_ItemCore {
displayName = CSTRING(SpareBarrelName);
author = ECSTRING(common,ACETeam);
scope = 2;
descriptionshort = CSTRING(SpareBarrelDescription);
picture = QUOTE(PATHTOF(UI\spare_barrel_ca.paa));
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 60;
};
};
};